hi evey one.
im trying to make earth using this image(//) (this one has been scaled down the origional is 16700 ,7500).
ive tryed using plane y but the two sides just mirror each outher on the planet. ive also tryed the spherical
option but nothings in the right place or even looks like earth.
if any one can help that would be great
You'll want to be using spherical projection, but make sure that the center of the image and the center of the planet have the same values (I think that's the proper relation... other people should correct me if I'm wrong).
wow it worked didnt know it was that simple. i thought it had to do with the size
but thanks heaps ;D
This may not hold for Terragen 2, but in Blender this image maps more accurately with a tube mapping.
Matt said a while ago that image maps "bunch" at the poles unless the image itself is spherically mapped.
This image is distorted at the poles. That's why the tube mapping works better. I've used it for globes, when you start putting the latitude rings onto the globe, the distortion becomes apparent.
now ive got another problem. ive got a color image basicly the same
as the grayscale but the water isnt reflective because its color not a
reflective shader is there a way around this?
You should be able to find a specular mask of the earth. Alternatively, if you have displacement of the terrain already, you could create a second planet slightly larger than the first, and give it a global water shader. This will create a 'water shell' around your other planet and with the right sizing, it will fill in only the oceans. Again this depends on having your terrain displaced correctly though.
- Oshyan
you also could work with surface layers - two using the same color map, one of them uses specualrity, the other not. Then use the specular map (or a water map) as blend shader.
There was talk of including a specular shader mask input a while back ... any progress ? :)
richard
Quote from: cyphyr on July 09, 2009, 07:22:59 AM
There was talk of including a specular shader mask input a while back ... any progress ? :)
richard
Nothing yet. But I know it's on Matt's (long) list. ;D
- Oshyan
Quote from: cyphyr on July 09, 2009, 07:22:59 AM
There was talk of including a specular shader mask input a while back ... any progress ? :)
richard
I've added image/function settings for reflectivity and specular roughness on the Default Shader. Is that what you meant? Those will be in the next update.
Matt
yea. ive got a spec map but how do i add it in and what node type
Quote from: Matt on July 10, 2009, 03:48:43 AM
Quote from: cyphyr on July 09, 2009, 07:22:59 AM
There was talk of including a specular shader mask input a while back ... any progress ? :)
richard
I've added image/function settings for reflectivity and specular roughness on the Default Shader. Is that what you meant? Those will be in the next update.
Matt
Good news :)
thanks
Richard
Copy and paste this into the node network. "Water layer 01" is a Surface Layer which can be connected after all your other shaders. It is masked by an Image Map Shader. Reflectivity is provided by using a Reflective Shader as its child layer.
You'll need to adjust the Image Map projection settings to match your other image maps.
Disable ray-traced reflections on the Reflective Shader to make it render faster, if you only need it for specular.
<terragen_clip>
<image_map_shader
name = "Earth water mask"
gui_use_node_pos = "1"
gui_node_pos = "120 240 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
image_filename = "image_maps\EarthMask_2500x1250.jpg"
projection_type = "6"
projection_camera = ""
position_center = "1"
position_lower_left = "0"
position = "0 0 0"
size = "1 1"
flip_x = "0"
flip_y = "0"
repeat_x = "0"
repeat_y = "0"
apply_colour = "1"
smooth_interpolation = "1"
unpremultiply = "1"
convert_to_linear = "0"
data_is_linear = "1"
conversion_gamma = "2.2"
apply_displacement = "0"
displacement_amplitude = "9000"
displacement_offset = "0"
smooth_disp_interpolation = "1"
convert_disp_to_linear = "0"
disp_data_is_linear = "1"
disp_conversion_gamma = "2.2"
alpha_as_opacity = "0"
alpha_as_colour = "0"
create_transparency = "0"
transparency_key = "0 0 0"
key_tolerance = "0.33"
translucent = "0"
translucency_amount = "1"
translucency_tint = "1 1 1"
border_blending = "0"
blend_by_shader = "0"
blending_shader = ""
fit_blendshader_to_this = "1"
invert_blendshader = "0"
>
</image_map_shader>
<reflective_shader
name = "Reflective shader 01"
gui_use_node_pos = "1"
gui_node_pos = "20 280 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
reflectivity = "1 1 1"
reflection_tint = "1 1 1"
transparency = "0 0 0"
index_of_refraction = "1.33"
specular_highlights = "1"
highlight_model = "1"
highlight_intensity = "1"
specular_roughness = "0.258781"
specular_tweak = "0.5"
ray_traced_reflections = "1"
reflection_softness = "0"
number_of_samples = "4"
>
</reflective_shader>
<surface_layer
name = "Water layer 01"
gui_use_node_pos = "1"
gui_node_pos = "-100 200 0"
gui_group = ""
enable = "1"
input_node = "Earth bump"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
apply_colour = "0"
diffuse_colour = "0.431250006 0.431250006 0.431250006"
colour_function = ""
enable_test_colour = "0"
test_colour = "1 0 1"
luminous = "0"
luminosity_multiplier = "1"
luminosity_tint = "1 1 1"
luminosity_function = ""
displacement_direction = "1"
displacement_multiplier = "1"
displacement_function = ""
displacement_offset = "0"
smoothing_effect = "0"
smoothing_amount = "1"
child_layers = "Reflective shader 01"
coverage = "1"
fractal_breakup = "0"
breakup_shader = ""
fractal_contrast = "0.5"
invert_breakup = "0"
only_breakup_colour = "1"
blend_by_shader = "1"
blending_shader = "Earth water mask"
invert_blendshader = "0"
blend_as_coverage = "1"
limit_maximum_altitude = "0"
maximum_altitude = "1000"
max_alt_fuzzy_zone = "200"
limit_minimum_altitude = "0"
minimum_altitude = "200"
min_alt_fuzzy_zone = "200"
use_Y_for_altitude = "0"
limit_maximum_slope = "0"
maximum_slope_angle = "60"
max_slope_fuzzy_zone = "20"
limit_minimum_slope = "0"
minimum_slope_angle = "30"
min_slope_fuzzy_zone = "10"
use_Y_for_slope = "0"
slope_key = "0"
intersect_underlying = "0"
intersection_mode = "0"
intersection_zone = "2"
smoothing_scale = "0"
intersection_shift = "2"
min_intersection_shift = "-2"
fuzzy_zone_softness = "1"
>
</surface_layer>
</terragen_clip>
thx that worked purfectly ;D
but i need a higher res picture for the terrain color wich is the only problem
I think this picture was originally posted on the NASA web site about 1994. If I remember correctly, there were four types which worked together to make the Earth. They came in 800 x 600, up to 2500 (something) x 1700 (something). I can't remember the exact sizes. I have also seen the same images for sale. Somewhere there are free versions of this. Aminet had them on a CD. That's where I first saw them.
Use the blue marble imagery. You can download up to 86400x43200.
Blue Marble Next Generation (http://visibleearth.nasa.gov/view_set.php?categoryID=2355)
thx dwilson those images are perfect but tg2 crashes most of the time when i try to open the high res images
Try changing the image format. I have not had any issues using large PNG's.
this is my earth so far(dont look at the clouds they suck at the moment)
tell me what you think and suggest away
Looks pretty good. I guess it would be nice if the bright sunlit spot on the right could be calmed down, as that doesn't look realistic. Not sure about the best way to do that.
The specular channel of the landmasses needs to be almost zero. I've seen water with the specular highlight like this; but it was broken up by the waves noise. It also was not this pronounced.
The clouds are not too bad. They have a good scale. I would use an alpha channel image, spherically mapped to mask the cloud layer. This would give you lots of control where the clouds are.
ive replaced the reflecticve shader for the water with a water shader and used a image map shader with
a real cloud layer into the cloud desity shader.
The water is much better. There should be a cloud image available at the NASA site where the earth image is posted. A different wat would be to use a fractal program to generate clouds, then spherically map the fractal image onto the planet. ChaosPro may be able to do this, but getting an useful image might be hard. I have done this, using a plasma generator with a lyapunov noise on the inside.
sounds very complicated.
i used a real image of earth clouds and used it as the density shader but its not very good
quality. the clouds seem to stick to the areas that are white but they dont go out side it.
this makes it look very bad quality on a close up render.